using UnityEngine;
using UnityEngine.Rendering.Universal;

public class RenderDepthBufferFeature : ScriptableRendererFeature
{
    public RenderPassEvent m_RenderPassEvent;
    public Material m_RenderMaterial;
    
    private RenderDepthBufferPass m_pass;

    public override void Create()
    {
        m_pass = new RenderDepthBufferPass(m_RenderPassEvent, m_RenderMaterial);
    }

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        m_pass.Setup(renderer);
        renderer.EnqueuePass(m_pass);
    }
}
